I decided to participate in Sketchfab’s Wow Contest. Deadline is gonna be tight but anyway, I started doodling some ideas and doing some research about Wow’s lore (I played a bit the beta but I’m not a huge fan of mmo’s so unfortunately my knowledge of the universe is somewhat limited haha) and I figured I’d do some kind of an arena style map taking place in a corrupted dwarf forge.
My idea:
“Former Thaurissan’s War General and Superior Chief Engineer Arkeram Stonebreaker, one of the more extremist dwarf among the Dark Iron Clan, severely disapproved the turn of events that took place after the War of the Three Hammers and left his clan to create in secret a new dwarf clan. He rallied to his cause what remaining solitary and extremist dwarf he could find and created in a, deep, secret place, a forge of a new kind to forever grant independence to his people.
However, as years went by, he slowly went mad as he started to fool around Legion’s goals and its dark powers. Nowadays the place has been consumed by it and demons and corrupted dwarfs have joined hands to forge weapons of a strength beyond imagination.”
Here is what I have so far. I’m not sure yet if I’m going to use sculpt for this but I’m definitely going for a 100% flat diffuse hand painted style.
Progression shots:
This is gonna be fun! C&C welcome as usual !
Replies
And, done! Hope you like the textures. I scratched my head a lot to get the right colour scheme :proud:
Just kidding, I’m planning ahead here before unwrapping by color coding some assets that could use the same texture. The rest will use unique texture with a lot of mirroring. At least that’s how I’m gonna start to texture it. If I have some time left once I’m done and if some props could be largely improved with more unique textures, I’ll go ahead.
Those are the only unique props used in the scene by the way. Everything else is duplicated.
Cheers!
Mateus > Thanks! Not useless at all man, it's always great to have support
Anyway, update! Still not much too show really but I’ve been thinking a lot about UVs and tilable textures. I tweaked a lot of things so I could bake as much AO and lighting information as possible without using too many unique textures while still being able to paint details and patterns without too much stretch or repetition.
It’s a long process but in the end the texturing process will be much quicker and easier.
Here is my AO pass so far. Next step is top/down gradient and top lighting pass to further crash test my UV’s.
cheers!
Progress is slow but steady. It's still a bit of a mess haha.
model
Thanks for the comments, I always appreciate the support!
Because of holidays I didn't work on it as much as I hoped but it was a fun contest. Best luck to all participant and cheers!